OK, alpha channels. What I want, or what is needed, is for the model skins to be able to use an alpha channel. There are certain situations where this is desirable for the model.

1) To save poly count.
2) To render a more realistic representation of real world objects.
3) To create a more aesthetically pleasing model.

Certainly more can be added to the list. However, they would probably be related to to each other anyway.

What I have in mind pertains mostly to natural models. You would be surprised how low poly I can make a tree or grass model by using alpha channels. There are certain weapon models that will require textures with alpha channels as well.

Personally, I would rather you released the shader scripts (cmaps) as at least modifiable, even if this requires code to be compiled. It is really no bid deal to compile the code, at least it is not for me. I would think that if you can not compile, you have no business modifying the code in the first place.

KillerKind wrote:OK, alpha channels. What I want, or what is needed, is for the model skins to be able to use an alpha channel. There are certain situations where this is desirable for the model. [...]

Ah, okay. My question about specifics was more related to wether you want alpha-tests (as is required for grates, ladders, etc. ("masked" textures)) vs. alpha-blending (translucency, as for glass).Good news is that both kinds are already supported.

Personally, I would rather you released the shader scripts (cmaps) as at least modifiable, even if this requires code to be compiled.

cmat scripts (the more important ones) are simple text files that are parsed by the MatSys on each init anyway. Thus, yes, they are modifyable by everybody. This does not even require the MDK, the demo will be enough.

I would think that if you can not compile, you have no business modifying the code in the first place.

For Shaders (C++ modules) that is certainly true.

Shaders implement a specific way of rendering something. For example, a Shader may be responsible for rendering a standard Material that has a diffuse-map, a light-map, and a normal-map, but no luminance-map and no specular-map. Another shader may implement rendering for standard materials that come with all five kinds of maps, another renders the materials that only have the diffuse-map etc.
Normally, each shader can tell autonomously wether it works well with a material or not. Thus, on initialization, for each material, the shader library is queried for auto-detecting the most suitable shader for each material.

The cmat script however may override this automatic shader assignment, e.g. if you want to write a Shader that implements the latest GPU fragment-program effect and want to use that with a certain material (rather than the auto-assigned shader), this can be stated in the materials cmat definition.

Unless someone wants to write brand-new Shaders (e.g. a Shader containing a fragment-program for metallic car paint), no source code modification and no compiling is required.

Finally, here are some examples for cmat contents, for reference above:

I guess we misunderstood each other, as you said alpha channels will not be supported until the new material system is finished.

Yes, that was about alpha channel support on models, iirc.
And with "already supported" in my post above I meant alpha channel support in the (unfinished) MatSys, not in the current engine release.
It's also already supported in the current engine, but only for world polygons (brushes).

Hey Killer very nice work, where did you get those pretty textures ? Photos ?

Do not use a bump map out of the texture, like shadow said this is not common

I think a bumpmap, or better: normalmap would fit very nice.
Use the plain render (without texture) to see what could be used to create a normalmap. All the buttons and the small beveled edge around are ideal . You can also decrease the polycount for the front.
Another idea would be to create a curvy surface for the nmap, then adding the button nmap elements. Even a flat surface would act like a curvy one if there a nice highligts (specular map)